Are there any plans for allowing SRV in multicrew?

Is your "Where is the love" Avatar getting old and faded due to lack of love? :)
I

No, I made it beige to better represent the actual Elite Dangerous galaxy. :cool:

I'll change it when Frontier actually does something about the planets that 2.2 messed up. Judging from Brett's post today though that could be awhile...
 
Myself and my wingman play a lot in multicrew, mostly combat. Is there any indication on whether they will expand the multicrew functionality to allow things such as taking out SRVs in a multicrewed ship and perhaps allowing a crewman to pilot your ship whilst you're in a fighter?

I hope so!

I would love to have 4 fighters and 4 srvs and let everyone in multicrw take either fighters or srvs out and let the hired npc crew babysit my ship :-D

Maybe someday...
 
Myself and my wingman play a lot in multicrew, mostly combat. Is there any indication on whether they will expand the multicrew functionality to allow things such as taking out SRVs in a multicrewed ship and perhaps allowing a crewman to pilot your ship whilst you're in a fighter?
how bout plans for the owner of the ship to be able to use his own SRV in his own ship during multicrew? How does that NOT make it into the game when they developed MC? FDev screwed the pooch there for sure
 
I spoke to the Sandro at the bar at Lavecon, and ChrisH you are basically right. It all boils down to how the game issues ownership of the objects, the commander is in essence his/her ship and when moving to the SRV the ship is still owned by you but is an asset that doesn't have to be at the same location (hence not dying when your ship is blown up on surface while still out in your SRV). It is a coding corner, though was described as, not at all insurmountable but would require some non-trivial changes under the hood.

In multi-crew, you can have two fighters out, piloted by the human crew. These have a maximum range which I believe is defined by the island volume. Correct me if i am wrong but basically if a fighter pilot trys to leave the island, it is deemed as out of range and the fighter is destroyed in order to keep the player from creating a new instance (since remember, it is a requirement that all crew are in the same instance)... remember as helm of a multi-crew ship, YOU HAVE TO REMAIN HELM

Multi-crew fighters - The rules
1) Helm remains helm at all times
1a) To upgrade this, we have to be able to go AI crew member for helm control
2) Fighters do not carry cargo, and do not have cargo scoops - no cargo objects ownership issues
3) Finite range in order to remain on same network instance and not create network shenanigans
4) Pew pew pew!
5) Can call to dock and have the bay opened.

Right so the easiest thing to add would be multi-seater SRVs which work similarly to multicrew ships. I would also like independently moving multiple SRVs though.
 
Right so the easiest thing to add would be multi-seater SRVs which work similarly to multicrew ships. I would also like independently moving multiple SRVs though.

Why do we even need 2 seats in an SRV, it's all handled by telepresence anyway, the second person wouldn't actually be there as anything other than a hologram of a person who is remotely controlling the SRV gun from a position light years away from the actual SRV. All anyone needs to do is to give a player access to the gun.

What is the point of a second seat for a hologram?

See this telepresence stuff breaks more than it saves.
 
If they cant do it with multiple SRV's for whatever reason, I would like to see Turret options (Ship Captain drives the SRV, multicrew turrets on it), maybe with some extended options such as to allow scanning in a 360 arc, or for a second eye on the scanner (Not sure if the scanner shows in the turret, but add it if not).

I would also like to see other SRV's........ such as armoured/slower ones, perhaps even a hovering one with different mechanics, but these are just dreams.....
 
If they cant do it with multiple SRV's for whatever reason, I would like to see Turret options (Ship Captain drives the SRV, multicrew turrets on it), maybe with some extended options such as to allow scanning in a 360 arc, or for a second eye on the scanner (Not sure if the scanner shows in the turret, but add it if not).

I would also like to see other SRV's........ such as armoured/slower ones, perhaps even a hovering one with different mechanics, but these are just dreams.....

Actually, adding different SRVs wouldn't be that hard. The only wall it's facing is that of frontier refusing to add them without any gameplay tied to them. Which is pretty dumb, because a more tanky SRV would serve a great purpose in base attacks, a more bulky one would ease life in planetary scavenging of canisters, and the actual SRVs would be perfect for speed and surface materials.

Imaginary wall, so. Let's see what comes next!
 
Actually, adding different SRVs wouldn't be that hard. The only wall it's facing is that of frontier refusing to add them without any gameplay tied to them. Which is pretty dumb, because a more tanky SRV would serve a great purpose in base attacks, a more bulky one would ease life in planetary scavenging of canisters, and the actual SRVs would be perfect for speed and surface materials.

Imaginary wall, so. Let's see what comes next!

I agree with you on the subject of more SRV's I've been wanting these since horizon's launched, a Tanky SRV with a bigger gun for all of those base assault missions would be great as would an SRV that has no gun but can carry 4 tons of cargo as opposed to 2 to make salvaging a little easier.

These can be introduced without any changes to any existing gameplay.

Also how about some hostile npc SRV's patrolling bases that can shoot back at you and follow you beyond the base perimeter which is something that skimmers can't really do.
 
I agree with you on the subject of more SRV's I've been wanting these since horizon's launched, a Tanky SRV with a bigger gun for all of those base assault missions would be great as would an SRV that has no gun but can carry 4 tons of cargo as opposed to 2 to make salvaging a little easier.

These can be introduced without any changes to any existing gameplay.

Also how about some hostile npc SRV's patrolling bases that can shoot back at you and follow you beyond the base perimeter which is something that skimmers can't really do.

Yes, that's really my point - nothing to add but assets.
NPCs SRV is another deal though. As the terrain is procedurally generated, and that it's full of rocks, obstacles, holes, it would be a pathfinding nightmare just to follow a straight line.

I dare say skimmers are skimmers - hovering - just because of this.
 
When multicrew first came out, I hosted a couple of stranger guests and we tried to do a mission after we landed and disappointedly found out the SRV was redded out, even if it was just me wanting to use it.

I'm guessing a technical hurdle could be that the state of the ship is different when left behind using the SRV where perhaps there was a lot more needed to get it to work without massive bugs and could not be finished before the 2.3.0 release date.

Like what would happen if the host in the SRV with multicrew players still in the mc seats, dismissed the ship? In non-mc, the ship dismissed seems to warp out into supercruise and leave the instance entirely like an npc ship. if the mc guests were still on the ship, would it mean they could be set to orbiting sc with rudimentary autopilot while an SRV was down on the surface, an ability that doesn't exist in the game yet where a fighter crew or mc player can't be sent out on the SRV in the first place. They could red out the ability to dismiss but then it would not make sense when the ability to dismiss works without mc. In mc off a planet, the host still can't leave the ship in a SLF when in a mc session where in non-mc, the mother ship is left in an npc like state where the fighter npc crewmember can take over the ship, but then I guess the npc taking over the ship from the main cockpit view mode hasn't been implemented where in mc session, the mc guests would have to be witness to the npc flying the ship from their perspectives. Overall, signs of a bunch of more perplexing coding issues that would need to be solved.
 
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Why do we even need 2 seats in an SRV, it's all handled by telepresence anyway, the second person wouldn't actually be there as anything other than a hologram of a person who is remotely controlling the SRV gun from a position light years away from the actual SRV. All anyone needs to do is to give a player access to the gun.

What is the point of a second seat for a hologram?

See this telepresence stuff breaks more than it saves.

What's the point? Just like with multicrew in ships, to promote multiplayer and deeper cooperative gameplay. Because traveling to the same location can take hours or days.

If they cant do it with multiple SRV's for whatever reason, I would like to see Turret options (Ship Captain drives the SRV, multicrew turrets on it), maybe with some extended options such as to allow scanning in a 360 arc, or for a second eye on the scanner (Not sure if the scanner shows in the turret, but add it if not).

I would also like to see other SRV's........ such as armoured/slower ones, perhaps even a hovering one with different mechanics, but these are just dreams.....

Yes like a multicrew hover tank and mining SRV.
 
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